San Diego International Comic-Con kicks off next week on July 12, and as usual, the ever-expanding convention is packed with not just comics, but movies, celebrities, and video games. There’s lots to see going on — panels that cover upcoming games and behind-the-scenes info; booths where you can get hands-on experience with a number of unreleased games; and off-site locations where even more cool stuff is on offer.

We’re making a running master list of everything gaming that’s going on at Comic-Con, starting with what you see below. You’ll find a list of all the gaming-related panels, the booth locations of game developers and publishers, and even a few off-site parties and other events. Check back frequently, as we’ll be adding more as we discover it through next week.

10:45-11:45 Epic Games: Fortnite Revealed — Host Jessica Chobot (G4TV’s X-Play, Attack of the Show) joins legendary developer Epic Games (Gears of War series) as they lift the veil on the new game Fortnite. Teased late last year, attendees will be the very first people in the world to see Fortnite in action. Get inside the minds of Epic Games’ design director Cliff Bleszinski and producer Tanya Jessen as they reveal inspirations, gameplay details, and why Fortnite is taking Epic Games in both a classic and all-new direction. Room 6A

12:00-1:00 Beyond: Two Souls: A New Breed of Interactive Storytelling from Writer/Director David Cage of Quantic Dream — David Cage, the co-CEO of Quantic Dream and writer/director of the 2010 hit Heavy Rain, discusses his latest project, Beyond: Two Souls. David will focus on the concept of creating innovative game play experiences that are woven together with emotion and story. Beyond: Two Souls is prepared to deliver an immersive interactive and cinematic experience based on emotional involvement and interactive storytelling. In developing a unique “interactive drama” to engross the audience, David and his team have introduced the concept of Virtual Performance Capture to videogames, where actors play the entire role in development of the game (from motion capture to dialogue). The session will cover techniques used to create an emotional and compelling experience, focusing on the company’s award-winning titles as well as providing a deeper look into their Beyond: Two Souls. IGN.com’s Greg Miller moderates with Cage and Academy Award nominee Ellen Page as they explore the “uncanny valley” of bringing realism and emotion to this current project. Room 25ABC

1:00-2:00 Street Fighter 25th Anniversary Celebration — It’s hard to believe that the world’s greatest fighting game franchise is 25 years old. Find out about the worldwide Street Fighter 25th Anniversary plans which include the ultimate Street Fighter tournament series, the feature-packed Collector’s Set, and more. Experience the exclusive features in the PS Vita and iOS versions of Street Fighter X Tekken and battle on the go. A few lucky fans will be selected to take part in the Street Fighter 25th Anniversary Trivia Contest hosted by Tomoaki Ayano (Street Fighter X Tekken producer) and Yoshinori Ono (Street Fighter Series executive producer) to win awesome prizes or face incredible shame before all of Street Fighter fandom. Plus, some surprises! Room 6BCF

2:15-3:15 Blizzard Entertainment Product Showcase — Love Diablo, World of Warcraft and StarCraft? Join Chris Metzen (Blizzard Entertainment SVP, story and franchise development) and a team of esteemed guests as we reveal never-before-seen licensed products and plans for 2012/2013. Talk to the designers, writers and artists themselves as we dig into Mega Bloks, novels, comics, statues and more. Panel and Q&A session moderated by Kat Hunter (host of Blizzcon coverage on DIRECTV). Room 6BCF

3:30-4:30 Assassin’s Creed III: Live Stage Demo — Meet Connor, the newest Assassin in the legendary franchise and the spark that will ignite the American Revolution into a full blaze. See for the first time a live demo of Boston, a bustling port city on the brink of revolution, presented by Alex Hutchinson (creative director). Experience the epic scale and scope of Assassin’s Creed III with footage of the frontier, colonial cities, and naval battles on the open seas. Witness Connor unleash lethal new skills and weapons in a stunningly realistic open world made possible by the Ubisoft-AnvilNext gaming engine. Get a behind-the-scenes look at the creation of the famous Assassin’s Creed III Steelbook made by one of the world’s preeminent and well-respected comic book artists, Alex Ross, and get a peek inside the mind of creative director Alex Hutchinson in a Q&A featuring a guest host. Room 6BCF

3:30-4:30 FUNimation Sneak Peek: Mass Effect: Paragon Lost and Coming Soon — A very special look at Mass Effect: Paragon Lost, a new animated feature based on the world of EA and BioWare’s Mass Effect games, in addition to some exclusive looks at new series coming soon from FUNimation, one of the North American leaders in anime. Room 24ABC

6:15-7:15 How to Get a Job in the Video Gaming Industry — Moderator Francis Mao of Capcom leads a panel of industry insiders from a variety of game companies and industry outlets to share how they got to “play video games for a living,” and the wide assortment of career paths that are available. You don’t have to be a programming whiz or a stellar digital artist to have a fun career in the video game industry. Hear what job opportunities are available in areas such as public relations, marketing, retail, publishing, editorial, and more. Hear from actual SDCC fans from past years who are now in the industry. There will be a Q&A session plus an opportunity to speak with and network one-on-one with the panelists after the session. Room 6A

7:00-8:00 Fan Favorite Projects Go Interactive — Meet the creative talents who have embraced the arduous task of adapting the music of top Sci-Fi and Fantasy projects to the most popular games on home consoles and smart phones. Learn how these franchises transitioned into this ever-growing multi-media realm from our special guests including composers Jim Dooley (Epic Mickey; Epic Mickey 2: The Power of Two), Gordy Haab (Star Wars: The Old Republic; Indiana Jones and the Staff of Kings), David Ari Leon (Contre Jour; Woody Woodpecker), Gerard Marino (God of War; The Amazing Spiderman), Kyle Newmaster (Kinect Star Wars), and Jeremy Soule (The Elder Scrolls: Skyrim; Harry Potter game series), and a special surprise guest moderator! A Q&A will follow the panel plus giveaways for attendees. Room 25ABC

]]>http://www.gamefront.com/everything-gaming-to-see-and-do-at-san-diego-comic-con-2012/feed/0Comic-Con 2011: Hands on with War in the Northhttp://www.gamefront.com/comic-con-2011-hands-on-with-war-in-the-north/
http://www.gamefront.com/comic-con-2011-hands-on-with-war-in-the-north/#commentsTue, 26 Jul 2011 19:12:26 +0000David Mosshttp://www.gamefront.com/?p=112811When Sauron's minions start wreaking havoc in Northern Middle-Earth it'll take a new group of heroes to stop them and a new game to tell the tale.

J.R. Tolkien created one of the richest and most immersive fantasy worlds ever when he imagined Middle-earth. Now, Snowblind Studios are telling a new tale within the Tolkien universe with War in the North. It’s a new Action/RPG set during the same timeframe as Lord of the Rings, but in a different location. Snowblind made a demo of the Xbox 360 game available at Comic-Con and we got a chance to maim some Orcs.

Dave’s Take.

War in the North will leave Frodo and his companions behind as they choose between one of three new characters, the human Eradan, Farin the dwarf, or Andriel, a female elf. Being a fan of Gimli, and a vertically challenged person myself, I chose the dwarf. Two other Comic-Con attendees selected the other characters and we were all set to split some skulls.

War in the North relies very heavily on cooperation between teammates. If I didn’t have two humans playing with me, the other characters would have been AI controlled. I learned quickly that striking out on my own was a big mistake. After taking out a few Goblins, I tried to break away from the pack and move toward the next objective when I was bombarded by a heavy crossbow position. I tried combating it with arrows from my own crossbow, but I was very clearly outmatched. Luckily, my Elven teammate showed up and encompassed us with a magical shield in time to save my life.

My favorite feature in the demo was the ability to call in a giant eagle for backup when things got hairy. Nothing stops a heavily armored troll in its tracks like having its eyes clawed out by a pair of razor sharp talons. There were also many of the standard moves that action RPG gamers are used to. There’s an overhand smash, a spin attack and a magical shield that stops ranged attacks. Action/RPG fans will find themselves right at home with the game’s assortment of weapons and special abilities.

The controls were intuitive and I got the hang of things pretty quickly. Interestingly enough, the game has a teammate revival system similar to that of Gears of War. If a teammate gets knocked down they can crawl around until someone shows up and drags them back to their feet. Unlike the Locust Drones in Gears of War, the Orcs won’t stomp curb stomp a downed player’s head into strawberry jam. However, there were still some tense moments where I raced to save a downed teammate from the forces of evil, and I think this feature is a great addition to the game.

Overall I really enjoyed the experience. The gameplay is solid, if not groundbreaking. The graphics are decent. But the main draw is the story. I’m a huge Tolkien fan and War in the North offers me a way to explore part of Middle-Earth that wasn’t really fleshed out in the books. I could tell that the creators care about the source material and were focused on being faithful to Tolkien’s vision. I look forward to jumping back into my favorite fictional universe when this game hits the shelves.

Ross’ Take

What Dave says here is correct. War in The North has the potential to be a lot of fun, even if the game play and combat won’t change the world. I especially liked the way the game absolutely nails the aesthetic of Peter Jackson’s films while drawing heavily from the literature at the same time. It’s a really astounding how epic it feels. The scale is particularly good, suitably awe inspiring with enormous, ancient buildings that seem more like environmental landmarks than architecture.

However, though I enjoyed playing, we barely got a taste of the game itself and saw nothing of any RPG elements supposedly included in what Snowblind is insisting is an action RPG. During our interview with a Snowblind rep, it was confirmed there wouldn’t be an open world aspect to the game. What he meant by that we can’t know – he could mean a Mass Effect/Dragon Age situation where, while there’s not GTA style sandbox play, you can wander around interacting with characters as you see fit. But it could also be more like the disappointing Dungeon Siege III. As much as I love co-op, as much as I enjoy epic settings, I fear the game is going to be a lot of hack n slash + magic, traversing mostly linear environment. And without any real interaction beyond who you choose to bring into your co-op game.

That has the potential to take what could be an original take on the Tolkien universe and turn it into supplemental side quests that otherwise feel like a movie tie-in game. That would be disappointing, especially because the game’s premise – Events and regions referred to in passing during the literary LOTR given full expansion so players actually get to see what the war against Sauron was like in other parts of Middle Earth – is excellent. If players are trapped in a mostly static, repetitive game, that story will end up feeling like an afterthought.

Even so, I’m cautiously optimistic. Talking to that rep, he confirmed that the development team are full on Tolkien nerds, drawing from both the films and the books. That, combined with the fun I had playing the relatively short demo, gives me a reason to look forward to it.

]]>http://www.gamefront.com/comic-con-2011-hands-on-with-war-in-the-north/feed/060 Hot Comic-Con Ladies in Costume (PICS) (Plus a Surprise)http://www.gamefront.com/60-hot-comic-con-ladies-in-costume-plus-a-surprise-pics-inside-bruhs/
http://www.gamefront.com/60-hot-comic-con-ladies-in-costume-plus-a-surprise-pics-inside-bruhs/#commentsFri, 30 Jul 2010 19:55:10 +0000Phil Owenhttp://news.filefront.com/?p=50078Enjoy these Comic-Con cosplay ladies without to horrid pressure that comes with actually being near them in person!

cosplay (8)

Comic-Con can be a very uncomfortable experience for a lot of folks, because it’s the first time a lot of guys ever physically see a scantily clad attractive woman. Thankfully, we’ve gathered a pile of photos of said scantily clad attractive women here, so you can enjoy the view without breaking out in a cold sweat and feeling like you’re gonna vomit all over them. Keep an eye out for the surprises I’ve littered throughout the gallery.

]]> Capcom used a Comic Con Street Fighter panel Saturday to announce an allegiance with Namco to mash together the Street Fighter and Tekken franchises in a couple of new games.

The companies each are mixing digital genetic material by each dropping the others’ characters into a game. Capcom’s is called Street Fighter X Tekken (pronounced “Street Fighter Cross Tekken”), while Namco’s is Tekken X Street Fighter.

Then they busted out an early build of the game and did battle for real.

The Street Fighter X Tekken demo used the Street Fighter 2-D style and tag-team mechanics – basically, Street Fighter with Tekken characters. It’s speculation at this point, but probably a fair bet that Tekken X Street Fighter will handle more like other Tekken games, with a 3-D arena.

Hopefully the games will include cross-over similarities to make them more than glorified character pack downloads for existing games. And hopefully Capcom’s and Namco’s individual titles will be different and compelling enough to warrant having two different games. At this point, there’s no telling.

Ono didn’t announce a date to go with the demo, but did say the games will appear on both Playstation 3 and Xbox 360.

In the video comedian Eric Andre attempts to lure unwitting Comic-Con attendees (or as he puts it, the “freakiest looking freak-a’-zoids”) into the “Alienware Tent,” to play him at Street Fighter IV. Andre accosts some good respesentatives of the Comic-Con community: chick-zombies, old man-Jedi, Pikachu girl, and Sailor Moon herself (kind of…).

It’s good fun. Put on some 3D glasses and enjoy the nerd bashing. P.S. Will Emma Frost be our girlfriend, pls?

]]>You’re bad at dancing. Know how I know? Because you’re reading this and you play video games.

And yet, Harmonix, creator of such blazingly popular rhythm games as Guitar Hero and Rock Band, must figure what all we music-game junkies really want to do is dance, for some reason. So they made Dance Central, a game that uses Microsoft’s motion-sensing Kinect and allowed me to embarrass myself while playing it at the Xbox Lounge at Comic Con 2010.

While it does succeed in instantly making you the butt of all number of jokes, Dance Central and Kinect do an impressive job of translating player movement to dancer movement. The game prompts you with a simple dance move, which you replicate while listening to something catchy, like No Doubt or a Lady Gaga song. Both of which were on infinite loop in the lounge.

But you really are dancing. Can’t stress that enough. This is a dancing game that doesn’t bastardize the activity with requiring you to stomp a foot pad or shake a remote in idiotic fashion.

You fight through various songs, trying to mimic the dance instructor on the screen. You’re judged on how well you mimic the motion and how well you keep the beat, and some of the moves can be pretty tough. This is a game that really makes great use of the power of the Kinect hardware – you can’t play Dance Central half way, or cheat it by doing something similar to the move that requires less effort. You can’t just stomp one foot or shake one remote. The game draws you in and you play with your whole body.

It’s best enjoyed with reckless abandon.

And though I felt a bit like a fool playing it, Dance Central is the kind of game you can fire up with a group of (good) friends (who have signed agreements stating they won’t post video of you playing on the Internet) and have a goofy, hilarious time. Watching people try to play it is as fun as failing to do so yourself.

]]>http://www.gamefront.com/dance-central-look-goofy-have-fun/feed/0Move is Wii’s Bloody Bareknuckle Cousinhttp://www.gamefront.com/move-is-wiis-bloody-bareknuckle-cousin/
http://www.gamefront.com/move-is-wiis-bloody-bareknuckle-cousin/#commentsMon, 26 Jul 2010 01:59:44 +0000Phil Hornshawhttp://news.filefront.com/?p=49149Playstation Move is like Wii, but more vicious and adult. It's a step in the right direction.

]]>The major downfall of Wii’s motion control games up to now: You never feel like you’re actually kicking someone’s ass.

Wii Sports’ boxing sim, packed with the console when it was first released, is a little…cute. Puffy-headed Miis wailing on each other with puffy boxing gloves. And the game isn’t even all that good – not exactly super-responsive, motions don’t really translate that well, and basically the result is punching randomly until someone wins.

The Playstation Move display at Comic Con 2010 featured a similar game – The Fight: Lights Out – that’s built on a similar boxing premise. But it’s bloodier, bare-knuckled, and includes headlocks.

When it comes right down to it, Move feels an awful lot like the Wii’s motion control setup. Similar remotes, similar motion and point-and-click interface, similar sensitivity from the controls. (Worth noting: You need two Move remotes to play The Fight.)

The difference, and the thing that’s cool about Move, is that it finally takes the gloves off, so to speak. The games aren’t radically different from the other motion-control fare on the market, but with the marked upgrade of more blood, smashing, and explosions that rarely comes out of Wii games.

Move might not be speeding into any especially new territory, but at least that territory will now be slick with the blood of your enemies for a change.

]]>http://www.gamefront.com/move-is-wiis-bloody-bareknuckle-cousin/feed/0Metroid Can’t Decide: 3D or Side-Scrolling?http://www.gamefront.com/metroid-cant-decide-3d-or-side-scrolling/
http://www.gamefront.com/metroid-cant-decide-3d-or-side-scrolling/#commentsMon, 26 Jul 2010 01:42:52 +0000Phil Hornshawhttp://news.filefront.com/?p=49145Metroid: Other M feels a bit like playing a Metroid game if it were made using Super Smash Bros.

Metroid: Other M isn’t quite a throwback to the classic 2D side-scrollers of NES, SNES years past, but it isn’t quite 3D, either.

Unfortunately, melding the two feels like Other M got bad bits from both styles.

What seemed to be the first level of Other M was playable at Comic Con 2010. The game‘s newly amped story portrayal is a welcome change (as is some good voice acting), but its indecision on whether to be a first-person shooter like the Prime trilogy or a side-scroller like the DS versions makes for a game that’s going to take some getting used to.

Other M plays camera tricks a lot. Sometimes Samus is running down a hall that opens ahead over her, or is open ahead and angled slightly. Other times, you’re looking head-on into a room that’s missing the fourth wall, in which you can walk left and right as well as forward and back. This means in the traditionally dark settings of Metroid games, you’re looking for places to jump up, climb, open, scale, or otherwise invade – but the somewhat flat-looking environment doesn’t always seem to invite classic Metroid platforming.

It was a bit like playing a Metroid game built on top of Super Smash Bros.

In order to make the 2D/3D non-first-person combat work, just looking and firing in the direction of an enemy meant Samus does all the dead-eye work for you. As long as you have a reasonable angle on a bad guy, Samus will nail it. That makes you something of an automated trigger-puller, rather than a tactician.

Still, the game as a whole might pull it off. The boss fight at the end of the level left Samus dashing around a circular room, but in a side-scroller fashion: one direction for the entire circle. It was more about dodging the enemy than steering around the room, which gave the battle focus. Switching to first-person was necessary to do real damage, and the third-person perspective gives Samus freedom to do Ninja Gaiden-esque stuff.

So it could be cool if the combat grows more complex and challenging. With all the power-ups in Metroid games, that’s definitely possible.

Yes, I’m aware the Wii’s hardware isn’t as powerful as the Xbox 360 or Playstation 3, but that doesn’t excuse how pixelated and plain ugly Tron: Evolution looks on Wii.

I got my hands on a Wii remote at Comic Con 2010 to play a little two-player light cycle combat. The game was pretty simple: race around an arena leaving trails of light and try to divert other players into them to destroy them – just like in the old movie. Or the new one.

It took a long time to get past Tron’s graphics. It was hard to tell objects were what for the first few minutes I was playing, because everything had pixelated edges and were mostly the same color. The whole thing looked ugly and dated.

Playing wasn’t so bad and seemed like it could be fun in groups. Handling the light cycle with the Wii remote works as well as any other Wii game. Holding the remote sideways, you steer by tilting it as if it were the center of a steering wheel. You can jump the cycle by jerking the controller upward, which was handy for avoiding death. Apart from acceleration and breaking buttons, you could also pull wheelies or make hard 45-degree turns with the D-pad.

Once I got into the combat, Tron wasn’t all bad as a multiplayer game, although it was easy to get lost in the big arena and lose track of the other three players. Forcing other people to crash, but weird mechanics – dying from plowing into another racer while leaving him unscathed, but having that same racer side-swipe you into a light wall while he again remained unscathed – made me wonder what the rules were.

While it was kind of fun, I doubt many players – even Tron superfans – will find a Wii must-purchase among Evolution’s gross, dated visuals.

Muddling through the game on the Wii? Or have it on another system? Our complete walkthrough is here.

Free-running and button-mashing defined the playable level of Tron: Evolution, the Xbox 360 companion to the upcoming Tron: Legacy, at Comic Con 2010.

The story wasn’t entirely clear, but Tron puts players in control of a beta security program-guy whose job it is to run around, smashing evil program-guys. The on-foot level (there was also a light cycle portion I didn’t get to try) starts with a bunch of Prince of Persia-style free-running, in which you go running around cyberspace, jumping and bouncing off walls.

Tron is light and airy, and flinging yourself through space felt good. The jumping and free-running mechanics are pretty solid: after vaulting off an object, running off a wall and jumping to another wall, I never felt like the game was doing the heavy lifting for me or like I was out of control.

But before long, regular free-running gave way to combat against “viruses.” The disappointing thing here is that, at least in the early stages, free-running and combat don’t mesh much. With two attack buttons, one for melee smacking and another for a ranged attack, combat was fast and flighty, but never elevated to combos or leaping off things to execute certain moves, the way it does other games that use these mechanics.

Actually, I felt a lot like combat circled around smacking the appropriate button repeatedly while facing in the direction the nearest opponent.

But it looked cool. Your character goes whizzing through the air, jumping and twirling while throwing his disc at enemies, or executing special moves at certain times with a third dedicated button. But all in all, the battle (and the free-running) were simplistic. I was granted one weapon change (I had the option of the standard disc weapon or a “bomb” disc), but neither was particularly different or forced me to change the way I played.

That said, the Xbox version of Tron is beautiful. The rest of the game could easily ramp up to be more challenging and innovative.

Psyched for Tron: Evolution? Check out our full walkthrough at this link.

Sony’s Killzone 3 display at Comic Con 2010 included goofy glasses and a display that looked like it had had one drink too many.

Once I put the glasses on, however, I got to see the apparent “splendor” of Sony’s 3-D TV vision of the future. It wasn’t that impressive. And it used an old Six-Axis controller, not Move.

The single-player level – which started with series mainstays Rico and Sev blasting away from a troop carrier with a pair of miniguns, followed by a crash and on-foot assault of a snowy Helghan base – was a lot like the Killzone games we’ve seen up to now.
Yes, the graphics were impressive (as they were with Killzone 2), but the 3-D effect actually detracted quite a bit from the game‘s beautiful, murderous onslaught. Objects’ edges were blurry and double-vision seemed to happen a bit: the result of doubling objects on the screen so that the polarized lenses of the 3-D glasses will pick them up differently for each eye.

Maybe I shouldn’t have been made to play from two feet away.

Regardless, the playable stage wasn’t exactly a run through anything new or innovative. Turrets on the troop carrier operated like turrets have since Halo, and the on-foot portion had me scrambling to figure out an accurate way to take down Helghan troops. They have thick heads and sometimes repel bullets with their skulls.

There were a few cool additions in the demo – Rico executed an up-close knife-in-the-eye kill on a defenseless trooper after I commanded him to melee the guy – but that animation didn’t include any player input.

Hopefully the finished game will have something more to offer than a rehash of past games. That’s all the Comic Con playable level

]]>http://www.gamefront.com/killzone-3-looks-pretty-standard-except-for-3-d/feed/0Kinect has Lots of Potentialhttp://www.gamefront.com/kinect-has-lots-of-potential/
http://www.gamefront.com/kinect-has-lots-of-potential/#commentsSun, 25 Jul 2010 23:19:28 +0000Phil Hornshawhttp://news.filefront.com/?p=49102You know that scene from Minority Report when Tom Cruise is manipulating images using an interface where he just waves...

Microsoft’s new motion-sensing Xbox add-on goes a step beyond the Wii and Playstation Move motion-sensing remotes by acting like a video camera, translating movements to actions on screen – I played a round of Kinect Sports in the Xbox Lounge at the San Diego International Comic Con 2010, in which an avatar followed my motions as I picked up an invisible bowling ball and hurled it down the lane.

While it took some getting used to, Kinect handed translating my motions extremely well. When I stepped to the right, the avatar stepped over to the ball return. I stuck out my right hand, the avatar picked up a ball. I winged my arm forward, and the avatar deposited the ball directly in the gutter: just like reality.
What struck me was the game‘s versatility. Kinect kept up with me when I made the motion to throw the ball overhand, sending it whipping through the air to land with a dent into the lane before bouncing down to the end. I drew the ball back and hucked it forward like a shot-putter, and so did my avatar. Even leaning down and rolling the ball from between the legs wasn’t too much for Kinect.

But Kinect can feel gimmicky. Next came a bout of running a hurdle race against a friend. Running the race went exactly as it used to when playing Track and Field on the NES with the Family Fun Fitness mat. Remember that thing? It was a big pad with spots where you put your feet, much like the mats that go with Dance Dance Revolution.

On Kinect, to run, you run in place. To jump, you jump. But you’re not actually running, and you’re not actually jumping. You look stupid. You feel stupid. Nothing about the track game feels like a track, and winning or losing feels less like a question of skill and more of a question of flailing.

The biggest take-away from a few minutes with Kinect was that it feels like it has potential. The motion-sensing technology, while hard to grow accustomed to at first, is really responsive. Like creepy responsive.

Where Kinect will soar or fail is in the games offered and how they make use of the technology. Jumping around playing games can be fun – see any party where a Wii is present – but the games will need to improve on the successful Wii model and create situations where the motion technology becomes more than just waving your arms. Creativity like what went into the bowling sim is needed in spades.

]]>http://www.gamefront.com/kinect-has-lots-of-potential/feed/0Comic-Con Fable 3 Screenshots Released.http://www.gamefront.com/comic-con-fable-3-screenshots-released/
http://www.gamefront.com/comic-con-fable-3-screenshots-released/#commentsThu, 22 Jul 2010 19:07:22 +0000Ross Lincolnhttp://news.filefront.com/?p=48562Just in time for Comic-Con 2010, we get a closer look at the Steam Punk, quasi Victorian setting of Fable III with 4 new screenshots. At long last, a game with retro-stylishness without the words Final or Fantasy in the title.

]]>Just in time for the official start of stop pretending it’s about comics anymore Comic-Con, Lionhead Studios and their Microsoft overlords have dropped 4 new Fable III screenshots guaranteed to make you, almost, not hate having to spend hours upon hours in that stupid blacksmith mini game. It’s non-spoilery but sufficiently awesome in that we get a much closer look at the quasi-Regency Period meets Victorian Era setting.

Despite Lionhead’s frequent failure to honor their pre-release Fable games-related promises, I LOVE this series and I’m exceptionally excited for round 3. I assume you are too, which is why we’re going to leave you with three more photos to stoke your desires. Now, if you’ll excuse me, I’ll be humming the Pirates of Penzance in anticipation.

]]>http://www.gamefront.com/comic-con-fable-3-screenshots-released/feed/0Heed The Official Comic-Con Trailer For Scott Pilgrim Vs. The World, The Game.http://www.gamefront.com/heed-the-official-comic-con-trailer-for-scott-pilgrim-vs-the-world-the-game-even-zombies/
http://www.gamefront.com/heed-the-official-comic-con-trailer-for-scott-pilgrim-vs-the-world-the-game-even-zombies/#commentsWed, 21 Jul 2010 18:33:46 +0000Ross Lincolnhttp://news.filefront.com/?p=47926Scott Pilgrim is already the best Comic series of the last 5 years, but come August 10th it's also going to be the best retro game EVARZ. The Comicon-exclusive trailer dropped today and it's guaranteed to make you explode into a shower of Canadian coinage.

]]>I say God Damn it, I can barely wait to play this. Again, I mean. I had the chance to try outScott Pilgrim Vs. The World: The Game at E3, and I loved it so much I wanted to run off to Vegas with it. And the E3 demo was limited soley to single player, side-scrolling beat ‘em up action. I was only able to get the barest description of the game‘s other features; while they sounded fantastico, I had to take Ubisoft’s word for it. Now, however, the Comicon-exclusive trailer is out, and as you’ll see, it is… basically perfect.

In addition to perfectly – and I do mean perfectly – capturing the look and feel of the beloved comic, Scott Pilgrim Versus The World: The Game has classic 8-to-16 bit ish beat em goodness, music mini games, co-op play, even RPG elements including thrift store shopping (using the money collected from defeated enemies)! Come August 10th there’s going to be a major Ross shortage due to my staying home to play developing a mysterious illness. Without further ado, here’s that trailer:

NOTE TO EVERYONE LIVING UNDER A ROCK: The 6th and final installment of the Scott Pilgrim comic series came out yesterday. Now would be the perfect time to run down to your favorite comic shop and snatch the whole thing up.